幼儿对“拟人化器物”的认知与适应行为

Asi Kuperman, D. Mioduser
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引用次数: 10

摘要

近年来,以色列中部幼儿园的孩子们已经接触到技术学习经验,作为技术思维课程实施的一部分。该课程是基于这样一种理念而开发的:融入幼儿园文化的技术思维将激发孩子们的好奇心,并将支持甚至要求使用高阶思维、分析能力、抽象能力和解决问题的能力,为知识构建过程和学习铺平道路。对这种技术思维相关技能的需求通常不是以色列幼儿园课程的一部分。在实施的课程中,一个独特的环节涉及“智能人工制品”问题——计算机控制的自适应系统。现在的孩子们从很小的时候就接触到受控制的技术系统。去最近的购物中心看看,他们就会知道自动门、自动扶梯、防盗安全设备或停车场的自动控制门。他们玩的许多玩具都是可编程的,在家里,他们与复杂的工具和设备互动,例如遥控电器、移动电话和电脑。孩子们出生在一个由各种各样的智能人工制品组成的技术世界;因此,幼儿园的学习环境自然也包含了这些先进的技术。这项研究的基本原理解决了这样一个事实,即尽管智能人工制品和机器人系统越来越多地被许多幼儿园作为教育资源采用,但关键问题仍值得研究:我们对儿童对人工适应行为的理解了解多少?哪些发展的能力和限制支持或限制儿童的理解?与机器人系统的互动促进了什么样的理解和技能?关于儿童理解和能力的系统知识如何帮助计划将机器人系统作为教育工具进行有意识的整合?在我们对幼儿园儿童的研究中,我们解决了这些和类似的问题——这篇论文报告了我们关于儿童对具有适应性行为的可编程工件的立场的发现。在一系列的工作中,研究了人工制品中计算对象的模糊状态。在van Duuren & Scaife的研究(1996)中,具有不同拟人化特征的人工物品,即可以被儿童解释为心理现实和一个人的互动和适应行为,被用来引发儿童对诸如做梦的心理行为等问题的联想;行走的动作;感觉行为和感觉;甚至是关于物体是否有大脑的问题。虽然孩子们对娃娃、书和人的想法没有表现出任何发展差异,但“聪明的人工制品”——机器人和电脑——却表现出发展差异。到7岁时,孩子们将这种智能机器理解为认知对象。类似的,Francis和Mishra(2008)让3到8岁的儿童与三种类型的“拟人化玩具”互动——毛绒狗、机械猫和机器狗——不同程度的可观察功能的复杂程度。他们要求孩子们分辨这些是否是“真实的”,并与之互动。他们报告了孩子们的语言描述和他们的行为之间的差异,这些描述大多承认了它们不是真实的本体论现实,表明他们对机器狗这个最复杂的玩具的真实性感到困惑。此外,他们还报告了拟人化语言与非拟人化语言的广泛使用。Ackermann(1991)在描述儿童和成人对受控系统或自我调节装置的理解时,提出了两个观点:心理学和工程学。心理学观点认为智能人工制品是有生命的生物,具有意图、意识、个性和意志。…
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Kindergarten Children's Perceptions of "Anthropomorphic Artifacts" with Adaptive Behavior
Introduction In recent years, children from kindergartens in central Israel have been exposed to learning experiences in technology as part of the implementation of a curriculum on technological thinking. The curriculum has been developed upon the idea that technological thinking integrated into the kindergarten's culture will stimulate the children's curiosity and will support, and even demand, the use of higher-order thinking, analytic capabilities, abstraction, and problem solving, laying out the road to knowledge building processes and learning. The demand for such technological-thinking related skills is not usually part of the curriculum in Israeli kindergartens. A unique strand within the implemented curriculum deals with the issue of 'smart artifacts'--computer controlled adaptive systems. Children are exposed nowadays from a very young age to controlled technological systems. A visit to the nearest shopping centre introduces them to automatic doors, escalators, anti-theft security equipment, or automated control gates in parking lots. Many toys they play with are programmable, and at home they interact with complex tools and devices, e.g., remote-controlled appliances, mobile phones, and computers. Children are born into a technological world comprising a wide range of smart artifacts; hence, it is only natural that the kindergarten's learning environment embraces these advanced technologies as well. The rationale of this study addresses the fact that while smart artifacts and robotic systems are being increasingly adopted as educational resources in many kindergartens, key questions deserve still to be examined: What do we know about children's understanding of artificial-adaptive behavior? What developmental affordances and constraints support or restrain children's understanding? What understanding and skills does the interaction with the robotic systems promote? How might systematic knowledge about children's understandings and capabilities help for planning mindful integration of robotic systems as educational tools? In our studies with kindergarten children we address these and similar questions--this paper reports our findings about children's stance towards programmable artifacts with adaptive behavior. Background The ambiguous status of computational objects among artifacts was studied in a series of works. In van Duuren & Scaife's study (1996) artifacts with different anthropomorphic features, i.e., interactive and adaptive behaviors that can be interpreted by children as psychological reality and a person, were used to elicit children's associations as regards to issues such as mental acts of dreaming; motor acts of walking; sensory acts and feelings; and even the very question as to whether the objects have a brain. While children's ideas about a doll, book, and person did not show any developmental differences, the "clever artifacts"--a robot and a computer--showed developmental differences. By the age of 7 years, children construe such intelligent machines as cognitive objects. Along similar lines, Francis and Mishra (2008) asked children (aged 3 to 8) to interact with "anthropomorphic toys" of three types--a stuffed dog, a mechanical cat, and a robotic dog--varying in level of complexity of their observable functioning. They requested children to tell if these are "real" and to interact with them. They report on differences between the children's verbal descriptions, mostly acknowledging the ontological reality that these are not real, and their behaviors, indicating confusion concerning the reality of the robotic dog--the most sophisticated toy. As well, they report on extensive use of anthropomorphic language as opposed to non-anthropomorphic language. Ackermann (1991), in describing children and adults' understanding of controlled systems or self-regulating devices, proposes two perspectives: psychological and engineering. The psychological point-of-view conceives intelligent artifacts as living creatures, attributed with intentions, awareness, personalities, and volition. …
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